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Site Admin / Dev Team
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Team: Admins
Main: Jeff_L
Level: 1028
Class: Sniper

Joined: Wed Mar 23, 2005 2:21 am
Location: Santa Clara, CA
Post Update 9-21
I have finished all the new class skills and sub-skills except for missile mastery.

Gunner is fully implemented. His destruction skill will give the target 0.5% vulnerability to the current damage type per level of destruction, or 1% per level if the gunner is multi-firing, up to a maximum of 20% vulnerability.

The Fleet Commander's bonus to field generators is in, as is the flight controllers bonus to number of fighters and quality of the fighters. Since slaves inherit half of their masters class skills, a character with level 20 Flight Controller can take a Freighter Fighter Bay that normally launches 2 fighters and launch 4 with it, and slave up a freighter slave who can launch 3 fighters himself. So with a few slaves, a Fleet commander can get a whole lot of fighters out into space, and that is not even counting the capital ship only fighter bays that will be maybe up to twice as large in their capacity.

Radiation Expert sub-skill has gotten a lot of changes. He can now cap a ship of tech level up to his RadX skill, even if that ship is higher than his Remote Control skill, meaning he can cap Big Greens, but the total number of points used still needs to stay under the normal RC cap, so he won't likely be able to have two BG slaves simultaneously. In addition, RadX can cap "uncapturable" ships of tech level up to his RadX skill, though can not ever dock them. This is how he is now able to cap big greens or a pair of Slumberchromes, etc. The slave master skill plus the extra bonus that radX gets to "wild slaves" (slaves that have never been docked) will make for some pretty tough slaves, I hope, but slaves without stasis, so they are expendable.

Caelestis says that the new Lyceum has all the basic for the new classes, so as soon as I figure out how to reset everyones current skills I can get something up on test for everyone to try.

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Fri Sep 21, 2007 8:58 pm
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Team: None
Main: Goz
Level: 1564
Class: Berserker

Joined: Sat Dec 17, 2005 9:39 pm
Location: Eredar US, Gozmatic (Horde)
Post 
CANT WAIT!!!!!

just make resets free, like skills that exsists inggame but are unobtainable

i.e. SS recoganizes SD as SD, but there are just 2 forms of it, so it will be unobtainable after awhile (free resets btw)

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Fri Sep 21, 2007 9:12 pm
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Team: Strawberry Pancakes
Main: FracOMac
Level: 3361
Class: Engineer

Joined: Wed Mar 23, 2005 12:50 am
Location: Boulder, CO
Post 
awesome, this means they'll be on test soon right?

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Fri Sep 21, 2007 9:29 pm
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Team: Strawberry Pancakes
Main: Trevor50
Level: 4503
Class: Shield Monkey

Joined: Wed Jul 12, 2006 10:01 pm
Location: Alabama
Post 
thats Great and Engines 20?


since well, wow how long will it take

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Fri Sep 21, 2007 10:40 pm
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Joined: Thu Jul 07, 2005 2:47 pm
Location: With Stupid
Post 
Still need the stats for Drone Mastery on the new skills list.


Fri Sep 21, 2007 10:43 pm
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Team: None
Main: Convivial
Level: 1145
Class: Gunner

Joined: Sun May 15, 2005 9:18 pm
Post 
Well I have to say cool beans :) Quick question what stats does Fleet Focus effect with its 2% to most stats for cap ships and 1% for non-cap?


Fri Sep 21, 2007 10:53 pm
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Team: Aidelon
Main: Yurble
Level: 1967
Class: Engineer

Joined: Sun Apr 10, 2005 11:06 am
Location: Somewere deep in your mind.
Post 
zomg.. rad ex sounds so powerfull...

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Fri Sep 21, 2007 10:57 pm
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Joined: Thu Jul 07, 2005 2:47 pm
Location: With Stupid
Post 
And the skill description in the skill list for Destruction says 1.5% vulnerability. Is this now .5% or still 1.5%?


Fri Sep 21, 2007 10:58 pm
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Team: Traders
Main: Wasup999998
Level: 1921
Class: Speed Demon

Joined: Sat Apr 09, 2005 2:03 pm
Post 
I would think its only broken if someone, for instance, took the time to cap a semi-uber or uber like captn albatross, the bana queen (she's prolly >t20), barbe noir, barbe rouge, mad sci (>t20 most likely), MF Picks, Dark Curse (!!!), super forgones, super bg's, mf forgone/bg's, zebras, panthers, w4 ai, lions, rhinos, reavers, mf reavers, grim reaver.

Also, Jeff, would you not be able to put if's in to check for the old skills on the account upon login and if it has any of the old skills, reset the skills? You could also just change the existing ones over and have it free for the reset. You could also give all players 1mil * their level to, in effect, give them a skill reset (make a base in sol or take out the deflector drones to use it at) instead of making it free. Since I do not ofc know how SS is coded, I cant much help ya here, just shooting out some ideas because I don't wanna go to sleep.

The most logical (but space consuming) idea would be to make a new integer, short , or even char (variable) for all players thats named SkillVersion and set everyone's to 1. Have the game check their SkillVersion and if it is <2 then reset their skills that need to be reset. This would give you room for next time if you ever have to do a skill reset again; all you would have to do is change the code to check for the SkillVersion of <3 and reset if they do.

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Fri Sep 21, 2007 11:36 pm
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Team: Strawberry Pancakes
Main: _7_
Level: 2446
Class: Shield Monkey

Joined: Wed Jan 04, 2006 5:06 pm
Location: New Zealand
Post 
Looks good.....Just to clear it up, capped slaves over the RC level won't be dockable, correct?


Sat Sep 22, 2007 1:04 am
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Joined: Sun Aug 13, 2006 3:20 am
Post 
all ubers should be made tech 25 so there are not cappable, would be pretty cool to roam around with DC :P

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Sat Sep 22, 2007 8:17 am
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Site Admin / Dev Team
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Team: Admins
Main: Jeff_L
Level: 1028
Class: Sniper

Joined: Wed Mar 23, 2005 2:21 am
Location: Santa Clara, CA
Post 
Yeah, I might in the future make the addition that if you are idle or logged out for 2 hours, then your "wild" slaves will either run off or go on a bloody rampage.

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Sat Sep 22, 2007 12:33 pm
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